public static void InitCachePath() { #if (UNITY_EDITOR_OSX || UNITY_EDITOR) CacheBasePath = Application.dataPath; ABBasePath = Application.dataPath; if (GameUtils.UseSelfBundle) { //使用自己的bundle //xxxx/AssetBundles CacheBasePath = CacheBasePath.Substring(0, CacheBasePath.Length - 6) + "AssetBundles"; } else { //使用localcache //xxxx/localcache CacheBasePath = CacheBasePath.Substring(0, CacheBasePath.Length - 6) + "LocalCache"; } ABBasePath = ABBasePath.Substring(0, ABBasePath.Length - 6) + "LocalAB"; #else CacheBasePath = Application.persistentDataPath; ABBasePath = Application.persistentDataPath + "/LocalAB"; #endif LocalCacheDataPath = GameUtils.GetCombinePath(CacheBasePath, platformFolder); AssetsURL = LocalCacheDataPath; AssetsURL += ABPathHelper.Separator; LocalABDataPath = GameUtils.GetCombinePath(ABBasePath, platformFolder); AssetsLocalABURL = LocalABDataPath; AssetsLocalABURL += ABPathHelper.Separator; AssetsStreamURL = CUtility.GetLocalResPath(); AssetsStreamURL += platformFolder; AssetsStreamURL += ABPathHelper.Separator; AssetsWWWStreamURL = CUtility.GetLocalResPathByWWW(); AssetsWWWStreamURL += platformFolder; AssetsWWWStreamURL += ABPathHelper.Separator; }